10. Where to go next
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A small working starter
Paste this into a new V3 brew to practise layout, a table, a note, and a stat block, then export once so the print settings are familiar before a deadline.
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# Saltmarsh Gazetteer
A one-evening heist on the docks.
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{{footnote THE HARBOR}}
## The Docks at Night
Welcome to a preview of the watch, the vault, and the thing under the pier.
- **Theme:** smugglers, bells, and bad weather
- **Tone:** tense, but the locals still gossip
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### Using this page
Keep sessions short. Let the party pick **one** lead, then cut to the pier.
::::
See also [the vault](#p3).
{{note
##### Harbor Watch
A bribe under 5 gp buys a shrug. A talking gull buys a full report.
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{{wide
##### Harbor leads
| d4 | Lead |
|:--:|:-----|
| 1 | A clerk “lost” last night’s ledger |
| 2 | The mastiff will not go near the vault |
| 3 | Tide marks on the counting-house floor |
| 4 | Someone paid the watch in foreign coin |
}}
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{{footnote THE HARBOR}}
## The Vault Door
Two iron bars and a sleeping mastiff.
{{monster,frame
## Harbor Mastiff
*Medium beast, unaligned*
___
**Armor Class** :: 12
**Hit Points** :: 11 (2d8 + 2)
**Speed** :: 40 ft.
___
|STR|DEX|CON|INT|WIS|CHA|
|:---:|:---:|:---:|:---:|:---:|:---:|
|13 (+1)|14 (+2)|12 (+1)|3 (−4)|12 (+1)|7 (−2)|
___
**Skills** :: Perception +3
**Senses** :: passive Perception 13
**Languages** :: —
**Challenge** :: 1/8 (25 XP) {{bonus **Proficiency Bonus** +2}}
___
***Keen Hearing and Smell.*** The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
### Actions
***Bite.*** *Melee Weapon Attack:* +3 to hit, reach 5 ft., one target. *Hit:* 4 (1d6 + 1) piercing damage.
}}
<!-- Balance pass: mastiff should be a warning, not a TPK. -->
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